/Engine/Source/Runtime/Engine/Classes/GameFramework/HUD.h
FDebugTextInfo
class AHUD : public [AActor](API\Runtime\Engine\GameFramework\AActor)
uint8: 1
bEnableDebugTextShadow
Put shadow on debug strings
uint8: 1
bLostFocusPaused
Tells whether the game was paused due to lost focus
uint8: 1
bShowDebugInfo
If true, current ViewTarget shows debug information using itsDisplayDebug().
uint8: 1
bShowHitBoxDebugInfo
If true, show hitbox debugging info.
uint8: 1
bShowHUD
Whether or not the HUD should be drawn.
uint8: 1
bShowOverlays
If true, render actor overlays.
TObjectPtr<UCa...
Canvas
Canvas to Draw HUD on.
int32
CurrentTargetIndex
Current target in our considered Targets list for 'showdebug'
TObjectPtr<UCa...
DebugCanvas
'Foreground' debug canvas, will draw in front of SlateUI.
TArray<FName>
DebugDisplay
Array of names specifying what debug info to display for viewtarget actor.
TArray< struct ...
DebugTextList
List of debug strings attached to actors, sorted by actor first, then by order of addition
TSet<FName>
HitBoxesOver
Set of hitbox (by name) that are currently moused over or have a touch contacting them
TArray<FHUDHit...
HitBoxHits
Array of hitboxes that have been hit for this frame.
TArray<FHUDHit...
HitBoxMap
Array of hitboxes for this frame.
float
LastHUDRenderTime
Used to calculate delta time between HUD rendering.
TObjectPtr<APl...
PlayerOwner
PlayerController which owns this HUD.
TArray<TObject...
PostRenderedActors
Holds a list of Actors that needPostRender()calls.
float
RenderDelta
Time since last HUD render.
TObjectPtr<AAc...
ShowDebugTargetActor
Show Debug Actor used if 'bShowDebugForReticleTarget' is true, only updated if trace from reticle hit a new Actor of class 'ShowDebugTargetDesiredClass'
TSubclassOf<AA...
ShowDebugTargetDesiredClass
Class filter for selecting 'ShowDebugTargetActor' when 'bShowDebugForReticleTarget' is true.
TArray<FName>
ToggledDebugCategories
Array of names specifying what subsets of debug info to display for viewtarget actor.